171 lines
6.7 KiB
C#
171 lines
6.7 KiB
C#
using System.Threading.Tasks;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.DoAfter;
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using Content.Server.Fluids.EntitySystems;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.FixedPoint;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Helpers;
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using Content.Shared.Popups;
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using Content.Shared.Sound;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Player;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Fluids.Components
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{
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/// <summary>
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/// For cleaning up puddles
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/// </summary>
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[RegisterComponent]
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public class MopComponent : Component, IAfterInteract
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{
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[Dependency] private readonly IEntityManager _entities = default!;
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public override string Name => "Mop";
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public const string SolutionName = "mop";
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/// <summary>
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/// Used to prevent do_after spam if we're currently mopping.
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/// </summary>
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public bool Mopping { get; private set; }
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public Solution? MopSolution
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{
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get
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{
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EntitySystem.Get<SolutionContainerSystem>().TryGetSolution(Owner, SolutionName, out var solution);
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return solution;
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}
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}
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public FixedPoint2 MaxVolume
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{
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get => MopSolution?.MaxVolume ?? FixedPoint2.Zero;
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set
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{
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var solution = MopSolution;
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if (solution != null)
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{
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solution.MaxVolume = value;
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}
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}
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}
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public FixedPoint2 CurrentVolume => MopSolution?.CurrentVolume ?? FixedPoint2.Zero;
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// Currently there's a separate amount for pickup and dropoff so
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// Picking up a puddle requires multiple clicks
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// Dumping in a bucket requires 1 click
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// Long-term you'd probably use a cooldown and start the pickup once we have some form of global cooldown
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[DataField("pickup_amount")]
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public FixedPoint2 PickupAmount { get; } = FixedPoint2.New(10);
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/// <summary>
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/// After cleaning a floor tile, leave this much reagent as a puddle. I.e., leave behind a wet floor.
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/// </summary>
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[DataField("residueAmount")]
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public FixedPoint2 ResidueAmount { get; } = FixedPoint2.New(5);
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[DataField("pickup_sound")]
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private SoundSpecifier _pickupSound = new SoundPathSpecifier("/Audio/Effects/Fluids/slosh.ogg");
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/// <summary>
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/// Multiplier for the do_after delay for how fast the mop works.
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/// </summary>
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[ViewVariables]
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[DataField("speed")] private float _mopSpeed = 1;
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async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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/*
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* Functionality:
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* Essentially if we click on an empty tile spill our contents there
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* Otherwise, try to mop up the puddle (if it is a puddle).
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* It will try to destroy solution on the mop to do so, and if it is successful
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* will spill some of the mop's solution onto the puddle which will evaporate eventually.
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*/
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var solutionSystem = EntitySystem.Get<SolutionContainerSystem>();
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var spillableSystem = EntitySystem.Get<SpillableSystem>();
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if (!solutionSystem.TryGetSolution(Owner, SolutionName, out var contents ) ||
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Mopping ||
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!eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
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{
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return false;
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}
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if (CurrentVolume <= 0)
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("mop-component-mop-is-dry-message"));
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return false;
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}
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if (eventArgs.Target is not {Valid: true} target)
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{
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// Drop the liquid on the mop on to the ground
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var solution = solutionSystem.SplitSolution(Owner, contents, FixedPoint2.Min(ResidueAmount, CurrentVolume));
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spillableSystem.SpillAt(solution, eventArgs.ClickLocation, "PuddleSmear");
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return true;
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}
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if (!_entities.TryGetComponent(target, out PuddleComponent? puddleComponent) ||
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!solutionSystem.TryGetSolution((puddleComponent).Owner, puddleComponent.SolutionName, out var puddleSolution))
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return false;
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// So if the puddle has 20 units we mop in 2 seconds. Don't just store CurrentVolume given it can change so need to re-calc it anyway.
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var doAfterArgs = new DoAfterEventArgs(eventArgs.User, _mopSpeed * puddleSolution.CurrentVolume.Float() / 10.0f,
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target: target)
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{
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BreakOnUserMove = true,
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BreakOnStun = true,
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BreakOnDamage = true,
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};
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Mopping = true;
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var result = await EntitySystem.Get<DoAfterSystem>().WaitDoAfter(doAfterArgs);
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Mopping = false;
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if (result == DoAfterStatus.Cancelled ||
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_entities.Deleted(Owner) ||
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puddleComponent.Deleted)
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return false;
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FixedPoint2 transferAmount;
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// does the puddle actually have reagents? it might not if its a weird cosmetic entity.
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if (puddleSolution.TotalVolume == 0)
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transferAmount = FixedPoint2.Min(PickupAmount, CurrentVolume);
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else
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transferAmount = FixedPoint2.Min(PickupAmount, puddleSolution.TotalVolume, CurrentVolume);
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// is the puddle cleaned?
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if (puddleSolution.TotalVolume - transferAmount <= 0)
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{
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_entities.DeleteEntity(puddleComponent.Owner);
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// After cleaning the puddle, make a new puddle with solution from the mop as a "wet floor". Then evaporate it slowly.
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// we do this WITHOUT adding to the existing puddle. Otherwise we have might have water puddles with the vomit sprite.
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var splitSolution = solutionSystem.SplitSolution(Owner, contents, transferAmount)
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.SplitSolution(ResidueAmount);
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spillableSystem.SpillAt(splitSolution, eventArgs.ClickLocation, "PuddleSmear", combine: false);
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}
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else
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{
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// remove solution from the puddle
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solutionSystem.SplitSolution(target, puddleSolution, transferAmount);
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// and from the mop
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solutionSystem.SplitSolution(Owner, contents, transferAmount);
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}
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SoundSystem.Play(Filter.Pvs(Owner), _pickupSound.GetSound(), Owner);
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return true;
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}
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}
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}
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